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Poll

Should freshly entering mages be given +10/+10 worth of random essences?

Yes
- 19 (46.3%)
No
- 9 (22%)
It should be more than that
- 6 (14.6%)
It should be less than that
- 7 (17.1%)

Total Members Voted: 41


Pages: 1 ... 364 365 [366] 367 368 ... 506

Author Topic: Roll to Magic: Turn 268 The finish line  (Read 1273848 times)

Whisperling

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5475 on: July 03, 2016, 07:20:48 pm »

Slightly late PM'd action. Sorry about that.
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FallacyofUrist

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Re: Roll to Magic: Turn 168 BEHOLD MISTA J.
« Reply #5476 on: July 03, 2016, 07:40:02 pm »

Act Two. Scene Three. There is no title bad enough to explain what just happened.

"!"

Mista J seemed to calm, surprisingly... though on the inside, he was still terrified. Mista J. sat down and meditated, aiming to send a message to his muse: "This wasn't my fault, and if I could I would work my art."
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Gonchon

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5477 on: July 03, 2016, 09:01:35 pm »

Name: Clownman
Affinity:Incompetence
Description(optional): a clown. not much else to say.
STR=0
DEX=1
SPD=1
END=0
POT=6
first turn:make three essences.
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Zormod

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5478 on: July 03, 2016, 11:42:14 pm »

Alright, try to find that mystery mage. Examine my pyramid while I do so. Can I copy the enchantment?
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H4zardZ1

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5479 on: July 04, 2016, 03:04:35 am »

Absorb electricity from the composite eyes.
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ironsnake345

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5480 on: July 04, 2016, 03:26:09 am »

((Finally, I can stop making PM actions. This didn't go as I planned, but I can still be helpful!))

Suddenly, magic shot forth from the mountains, and a spell wove itself around the bigholder. GUESS WHO'S BACK, BABY!!! Chorkinaan attempts to create a perfectly opaque spherical shell of physicality which encompasses the bigholder, too large for the beholder to push it apart from inside, using two chaotic +1cmp essences, 1 +1 pot essence, and a +1/+1 essence. He then charges down the mountain towards the battlefield, creating two essences along the way, stopping short of the poison cloud.

((Even if the bigholder can fire straight through this, it'll be firing blind! Plus, it'll probably take too long to break out.)
« Last Edit: July 04, 2016, 03:28:00 am by ironsnake345 »
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DreamerGhost

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5481 on: July 04, 2016, 05:11:00 am »

Name: Clownman
Affinity:Incompetence
Description(optional): a clown. not much else to say.
STR=0
DEX=1
SPD=1
END=0
POT=6
first turn:make three essences.

How exactly do you expect Incompetence afinity to work? Give me three spells you expect to be able to cast.
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

star2wars3

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5482 on: July 04, 2016, 09:47:11 am »

Name: Clownman
Affinity:Incompetence
Description(optional): a clown. not much else to say.
STR=0
DEX=1
SPD=1
END=0
POT=6
first turn:make three essences.

How exactly do you expect Incompetence afinity to work? Give me three spells you expect to be able to cast.

(Lower cmp, raise cmp, cause epic failures, drain cmp, cmp aura, various curses)
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star2wars3

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5483 on: July 04, 2016, 09:53:25 am »


Skeliborn

Action:
Using the dakka-cannon as a blue print, create a hand held version of the dakka-cannon.
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((Batshit evil, pessimistic neutral and clumsy good cover nearly entire spectrum. Sadly, but optimists are a rare breed, that is currently running into extinction.))
((That tends to happen when you're optimistic enough to wait out the apocalypse. I wish them plenty of luck, but chances are they'll need it.))

NAV

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5484 on: July 04, 2016, 02:32:56 pm »

Stop Gambler from bleeding to death.

{Curses are spells in progress and not wounds. This makes healing magic able to deal with effects but not the curse itself.}
That's like saying poison is chemistry in progress and not wounds.
Would it be possible to heal curses through a powerful enough ritual?
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
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DreamerGhost

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5485 on: July 04, 2016, 03:29:48 pm »

{Curses are spells in progress and not wounds. This makes healing magic able to deal with effects but not the curse itself.}
That's like saying poison is chemistry in progress and not wounds.
Would it be possible to heal curses through a powerful enough ritual?

Well...Erm... Techically, although you are unlikely to ever have to deal with that, you can't heal poison either. All poison is either quick acting and exhausts itself almost instantly leaving only dammage that you now can deal with or is slow working and I can't be bothered to track poisonings over thirty turns.

You can immagine the curse spell as a tiny thundercloud that floats above a person and regularly electrocutes them. You can deal with electrocutions but not the cloud. Not with only healing afinity anyways.
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.

Gonchon

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5486 on: July 04, 2016, 06:01:57 pm »

starwars pretty much already said most of my ideas, but generally I would be making people incompetent at actions (spells, moving,attacking, etc.) or making people not-incompetent at actions to semi buff them. If I need a color, i would like to either have orange and red or green and yellow.
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TheBiggerFish

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5487 on: July 04, 2016, 06:10:47 pm »

Can I fix my eyes?
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NAV

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5488 on: July 04, 2016, 10:05:47 pm »

Well...Erm... Techically, although you are unlikely to ever have to deal with that, you can't heal poison either. All poison is either quick acting and exhausts itself almost instantly leaving only dammage that you now can deal with or is slow working and I can't be bothered to track poisonings over thirty turns.

Point taken on the curse removal though.
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

DreamerGhost

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Re: Roll to Magic: Turn 168 Misguided efforts
« Reply #5489 on: July 05, 2016, 10:00:46 am »

starwars pretty much already said most of my ideas, but generally I would be making people incompetent at actions (spells, moving,attacking, etc.) or making people not-incompetent at actions to semi buff them. If I need a color, i would like to either have orange and red or green and yellow.

Allright then, I'll add you in on next turn.

Can I fix my eyes?

Yes, by replacing them with magical constructs. However, you might not want to bother as Tower's healing aura will fix them for you.

Well...Erm... Techically, although you are unlikely to ever have to deal with that, you can't heal poison either. All poison is either quick acting and exhausts itself almost instantly leaving only dammage that you now can deal with or is slow working and I can't be bothered to track poisonings over thirty turns.

Point taken on the curse removal though.

Well bollocks. I'm gonna say that you have learned some time in theoretical past before the game start a higly unusual method of healing which is basically uberclocking one's liver. Any poison that is not handled by the liver is immune to this. Why does everyone but me seem to have perfect memory.
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The point of keeping the golems on fire isn't for the value of fire as a weapon. It's more to keep the golems functioning at a reasonable speed.
It was never a promise. It was a dirty lie, and you all knew that. You should all know by now that you can't trust a word I say.
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